This is one way to speed up the rendering of your 3d engines. What this does is subdivide your model into sub meshes, batch triangles accordng to texture then makes display lists of all the submeshes. At render time frustum culling is used to cull the nodes that are not visible inside the view frustum.
** If anyone wants to use code from this demo, please contact us first. We will be happy to allow you to use any of the cde in this render but we want to know who would use the engine and for what purposes it will be used.